/// init texture
void initTexture(char *filename, GLuint& textureID, GLint param=GL_REPEAT)
{
// 중간 생략
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, param);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, param);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, numComponents == 3 ? GL_RGB : GL_RGBA, imageWidth, imageHeight,
0, numComponents == 3 ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, imageBuffer);
glBindTexture(GL_TEXTURE_2D, 0);
}
/// Draw
void draw()
{
glBindTexture(GL_TEXTURE_2D, texID1);
glBegin(GL_QUADS);
glNormal3f(0, 0, 1);
glTexCoord2i( __________________ );
glVertex3f(-2.0, -1.0, 0.0);
glTexCoord2i(__________________);
glVertex3f(-0.1, -1.0, 0.0);
glTexCoord2i(__________________);
glVertex3f(-0.1, 1.0, 0.0);
glTexCoord2i(__________________);
glVertex3f(-2.0, 1.0, 0.0);
glEnd();
}